head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Variance · Systems & Chaos
A gacha shipgirl shooter where collection luck outweighs the light bullet dodging.

Optimization · Systems & Chaos
Managing a survivor community's economy and risk under permadeath randomness.
Azur Lane leans Variance (Systems & Chaos); State of Decay 2 leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Azur Lane
Manual dodging helps but auto-play suffices.
State of Decay 2
Combat is forgiving; stealth and swings need modest timing
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Azur Lane
PvP is non-interactive fleet checks.
State of Decay 2
Zombies and hostile NPCs follow randomised scripts
Azur Lane leans a little harder on variance, though the gap is small.
Azur Lane
Gacha pulls and drop rates dominate progression.
State of Decay 2
Permadeath, infestations and survivor traits randomise each community
State of Decay 2 leans a little harder on optimization, though the gap is small.
Azur Lane
Fleet comps and gear routes solvable.
State of Decay 2
Base building, resource routing and survivor management drive survival
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.